OpenSceneGraph/examples/osghud/osghud.cpp

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/* OpenSceneGraph example, osghud.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <osgUtil/Optimizer>
#include <osgDB/ReadFile>
#include <osgViewer/Viewer>
#include <osgViewer/CompositeViewer>
#include <osgGA/TrackballManipulator>
#include <osg/Material>
#include <osg/Geode>
#include <osg/BlendFunc>
#include <osg/Depth>
#include <osg/PolygonOffset>
#include <osg/MatrixTransform>
#include <osg/Camera>
#include <osgText/Text>
osg::Camera* createHUD()
{
// create a camera to set up the projection and model view matrices, and the subgraph to drawn in the HUD
osg::Camera* camera = new osg::Camera;
// set the projection matrix
camera->setProjectionMatrix(osg::Matrix::ortho2D(0,1280,0,1024));
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// set the view matrix
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(osg::Matrix::identity());
// only clear the depth buffer
camera->setClearMask(GL_DEPTH_BUFFER_BIT);
// draw subgraph after main camera view.
camera->setRenderOrder(osg::Camera::POST_RENDER);
// we don't want the camera to grab event focus from the viewers main camera(s).
camera->setAllowEventFocus(false);
// add to this camera a subgraph to render
{
osg::Geode* geode = new osg::Geode();
std::string timesFont("fonts/arial.ttf");
// turn lighting off for the text and disable depth test to ensure its always ontop.
osg::StateSet* stateset = geode->getOrCreateStateSet();
stateset->setMode(GL_LIGHTING,osg::StateAttribute::OFF);
osg::Vec3 position(150.0f,800.0f,0.0f);
osg::Vec3 delta(0.0f,-120.0f,0.0f);
{
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
text->setFont(timesFont);
text->setPosition(position);
text->setText("Head Up Displays are simple :-)");
position += delta;
}
{
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
text->setFont(timesFont);
text->setPosition(position);
text->setText("All you need to do is create your text in a subgraph.");
position += delta;
}
{
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
text->setFont(timesFont);
text->setPosition(position);
text->setText("Then place an osg::Camera above the subgraph\n"
"to create an orthographic projection.\n");
position += delta;
}
{
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
text->setFont(timesFont);
text->setPosition(position);
text->setText("Set the Camera's ReferenceFrame to ABSOLUTE_RF to ensure\n"
"it remains independent from any external model view matrices.");
position += delta;
}
{
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
text->setFont(timesFont);
text->setPosition(position);
text->setText("And set the Camera's clear mask to just clear the depth buffer.");
position += delta;
}
{
osgText::Text* text = new osgText::Text;
geode->addDrawable( text );
text->setFont(timesFont);
text->setPosition(position);
text->setText("And finally set the Camera's RenderOrder to POST_RENDER\n"
"to make sure its drawn last.");
position += delta;
}
{
osg::BoundingBox bb;
for(unsigned int i=0;i<geode->getNumDrawables();++i)
{
bb.expandBy(geode->getDrawable(i)->getBound());
}
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array;
float depth = bb.zMin()-0.1;
vertices->push_back(osg::Vec3(bb.xMin(),bb.yMax(),depth));
vertices->push_back(osg::Vec3(bb.xMin(),bb.yMin(),depth));
vertices->push_back(osg::Vec3(bb.xMax(),bb.yMin(),depth));
vertices->push_back(osg::Vec3(bb.xMax(),bb.yMax(),depth));
geom->setVertexArray(vertices);
osg::Vec3Array* normals = new osg::Vec3Array;
normals->push_back(osg::Vec3(0.0f,0.0f,1.0f));
geom->setNormalArray(normals);
geom->setNormalBinding(osg::Geometry::BIND_OVERALL);
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f,1.0,0.8f,0.2f));
geom->setColorArray(colors);
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
geom->addPrimitiveSet(new osg::DrawArrays(GL_QUADS,0,4));
osg::StateSet* stateset = geom->getOrCreateStateSet();
stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
//stateset->setAttribute(new osg::PolygonOffset(1.0f,1.0f),osg::StateAttribute::ON);
stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
geode->addDrawable(geom);
}
camera->addChild(geode);
}
return camera;
}
int main( int argc, char **argv )
{
// use an ArgumentParser object to manage the program arguments.
osg::ArgumentParser arguments(&argc,argv);
// read the scene from the list of file specified commandline args.
osg::ref_ptr<osg::Node> scene = osgDB::readNodeFiles(arguments);
// if not loaded assume no arguments passed in, try use default mode instead.
if (!scene) scene = osgDB::readNodeFile("dumptruck.osg");
if (!scene)
{
osg::notify(osg::NOTICE)<<"No model loaded"<<std::endl;
return 1;
}
if (arguments.read("--Viewer"))
{
// construct the viewer.
osgViewer::Viewer viewer;
// create a HUD as slave camera attached to the master view.
viewer.setUpViewAcrossAllScreens();
osgViewer::Viewer::Windows windows;
viewer.getWindows(windows);
if (windows.empty()) return 1;
osg::Camera* hudCamera = createHUD();
// set up cameras to rendering on the first window available.
hudCamera->setGraphicsContext(windows[0]);
hudCamera->setViewport(0,0,windows[0]->getTraits()->width, windows[0]->getTraits()->height);
viewer.addSlave(hudCamera, false);
// set the scene to render
viewer.setSceneData(scene.get());
return viewer.run();
}
if (arguments.read("--CompositeViewer"))
{
// construct the viewer.
osgViewer::CompositeViewer viewer;
// create the main 3D view
osgViewer::View* view = new osgViewer::View;
viewer.addView(view);
view->setSceneData(scene.get());
view->setUpViewAcrossAllScreens();;
view->setCameraManipulator(new osgGA::TrackballManipulator);
// now create the HUD camera's view
osgViewer::Viewer::Windows windows;
viewer.getWindows(windows);
if (windows.empty()) return 1;
osg::Camera* hudCamera = createHUD();
// set up cameras to rendering on the first window available.
hudCamera->setGraphicsContext(windows[0]);
hudCamera->setViewport(0,0,windows[0]->getTraits()->width, windows[0]->getTraits()->height);
osgViewer::View* hudView = new osgViewer::View;
hudView->setCamera(hudCamera);
viewer.addView(hudView);
return viewer.run();
}
else
{
// construct the viewer.
osgViewer::Viewer viewer;
osg::ref_ptr<osg::Group> group = new osg::Group;
// add the HUD subgraph.
if (scene.valid()) group->addChild(scene.get());
group->addChild(createHUD());
// set the scene to render
viewer.setSceneData(group.get());
return viewer.run();
}
}